Embed fonts into the executable, ship release artifacts as bare binaries
Build and Test / build (push) Successful in 22s
Build and Test / windows (push) Successful in 1m8s

Fonts are now baked in with #load and loaded via LoadFontFromMemory
instead of LoadFontEx reading assets/*.ttf from disk, so a build no
longer needs an assets/ folder next to it at runtime - the chdir to
the executable's own directory in main.odin is dead code, removed.

just package / just package-windows now produce a single executable
(build/<name>_<version>_<os>_<arch>[.exe]) instead of a tar.gz/zip,
and the release workflow's upload/release-asset globs and the lld/zip
toolchain package list are updated to match.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
SansanandClaude Sonnet 5 committed 2026-10-03 20:11:47 +02:00
1 parent f39ed1684b
commit ad7d19b85a
7 files changed
+36 -36

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@@ -30,8 +30,6 @@ main :: proc() {
raylib.InitWindow(themes.SCREEN_WIDTH, themes.SCREEN_HEIGHT, "HanjaKanaMun")
defer raylib.CloseWindow()
raylib.SetExitKey(.KEY_NULL)
// Assets are loaded relative to the executable, so it can be started from anywhere
raylib.ChangeDirectory(raylib.GetApplicationDirectory())
raylib.SetTargetFPS(60)
raylib.InitAudioDevice()